Hello and good evening, folks. I had this idea for a Victory card that yields VPs according to the amount of Curses in your deck. I'm probably not the first with such an idea. However, its reaction ability, which allows you to gain a Curse when another player does, should give it a somewhat unique character.
Name: Cursed Manor
Type: Victory/ Reaction
Cost: 5
Supply: 8 (2 players) or 12 (3 or more players)
Text: This card is worth 1 VP per Curse in your deck, but no more than 10 VPs. | When another player gains a card from the supply costing 0, you may discard this from your hand. If you do, gain a copy of that card.
Clarifications
- Curses still count as -1 VP
- The reaction effect works for Coppers and Ruins, too. If you desire these cards, you may gain them with Cursed Manor
- You cannot gain Spoils, Madmen or Mercenaries with this, since they are not in the supply
- If another player gains a card whose cost has been reduced to 0 due to Bridges or Highways being in play, you may use the reaction to gain a copy of it. Similar applies for Peddler.
With the limit of 10 VPs per copy Cursed Manor, one player cannot have more than 70 VPs in a two-player game or 110 VPs in a game with three or more players, respectively, with CM and Curses alone. This is still a huge amount so every player should try to get as many Manors as possible so as not to allow one player to amass too many VPs. However, the VP limit prevents players from benefitting from having more than 10 Curses in their deck (each additional Curse will reduce VPs by 1).
Regardless of the amount of players, if you have less than 4 Cursed Manors, each Curse you gain (up to 10) increases your total VPs by 2 at best, so this is strictly worse than buying Duchies straight ahead. If you have exactly 4 Cursed Manors, each Curse increases your VPs by 3. Thats still worse than Duchies because the latter require that you have fewer total cards in your deck. With 5 CMs, each Curse is worth 4 VPs. With 6 CMs, each Curse is worth 5 VPs, etc.
I playtested this in different kingdoms while forcing at least one player to go after Manors and Curses rather than Provinces or Duchies. With a rush strategy and +buys or strong gainers, that player would always win with a huge lead. It is important not to let one player get all the Cursed Manors. With fewer than 6 CMs, a player has virtually no advantage without other green cards. If there's no +buy available, Big Money ad Provinces is usually better. If players are forced into a slog, CMs and Curses could be the sheet anchor.
Synergies
+Buy
Gainers, especially Altar
Remodel and similar cards
Cursers
Strong card drawers
Sifters
Island, Native Village to set aside cards
Antisynergies
Strong trashing
Trashing attacks, including Swindler which will hit Curses frequently and turn them into Copper
Handsize reduction attacks (?)
Duke, esp. with few players, can acquire more VPs through fewer cards and cost-collides with Cursed Manor
I would like to hear some opinions on this card. Regarding cost, functionality, its situational usefulness. What do you think?